Hi there polycounters!!!:) I was wondering how involed in the creative process is the environment/prop artist, is him confined just to follow the concept guidelines or does he plays a major role in designing the props and environments? or That depends on the studio? I am asking this because in a year I am planning to go to…
Yeah man, I am planning to develop my "visual library" in this remaining year and a half, also going to practice my 2d as much as I can to present a good portfolio. Practically I will develop my 3D with the uni program at a decent level, then comes the FZD part :) . Yeah it seems living is expensive, I will have to make…
Damn, you got money! In the end though, it seems that the higher end the ip the more restricted you are in guide lines because they have a successful product catering to consumers who expect same design aspects.. That is a lot of money, are you currently attending uni? and then moving to singapore to attend FZD?
Lol, I'm in the exact same boat having shit 2d. For the credibility of the school versus it's cost it's in my opinion worth it when compared to other options. They also will help you get connections after grad (Not sure if it's targeted for concept and design artists though). What is it 32,000 usd tuition for year program…
Yeah guys I see, I made this decission because my fundamentals are realy fucked up, I am currently in Uni but its strenght is the CG part. Yeah I am crazy enought to do both things, but FZD called my attention among many others and what it can help me acomplish is beyond any cost :O. I guess I will have to get a solid job…
It depends on the studio, the project, the Art Director, and other factors. It can range from 'here - create this exactly as described' to 'make this game level based on rough ideas...feel free to do what you want with it to make it cool for the game'. I can't think of any problems that would stem from getting really good…